$10 eCPM GUARANTEED. Meet RevMob!

@krystian6, guys.

I have a quick question: Is it possible to have multiple RevMob listener in one app (say in the main.lua)? The reason I ask is that i am trying to use both adLink and fullscreen. Both of them seems to send out event like “adNotReceived” and so I am not sure how to deal with both adLink (i want to display an alert when there is no free game) and fullscreen where I need to do something different with the listener (hide a screen for instance)

Anybody dealt with this issue (using both adLink and fullscreen) and their listeners?

THANKS!

Mo

EDIT: Answering my own question just in case it may help someone else. It seems that you can have more than one listener function. I called one adLinkListener() and the other one fullScreenListener() and they do not seems to interfere with each other. I am still interesting to find out if this is a correct way to do this! [import]uid: 100814 topic_id: 25797 reply_id: 137186[/import]

Mo:

you can have as many of them as you want. You pass the listener when starting ad. You can pass a different one every time you call revmob. It’s not stored anywhere there, it is only used during single call to the appropriate ad function. [import]uid: 109453 topic_id: 25797 reply_id: 137190[/import]

+1! RevMob is Great! [import]uid: 89165 topic_id: 25797 reply_id: 136805[/import]

RevMob has been excellent on iOS so far. Just fair warning though, if you are distributing on Amazon, RevMob’s fill rate has been 0% for over 2 weeks. They have not been able to find any advertisers on there from what I can tell. [import]uid: 36054 topic_id: 25797 reply_id: 136808[/import]

@Puzzle Runner: Thank you for the heads up! I was just about to launch an Amazon version of my game with RevMob. :slight_smile: [import]uid: 44127 topic_id: 25797 reply_id: 136852[/import]

@egarayblas np. It’s been disappointing for me because RevMob is my sole business model on Amazon right now, which means even though I’m getting a few hundred downloads a day I am making $0. I’m considering the possibility of using someone else as a backup until RevMob can bring in more advertisers, but don’t know of any strong ad networks for Amazon. [import]uid: 36054 topic_id: 25797 reply_id: 136853[/import]

@Puzzle Runner: Same here. Ads are my only way of monetizing on Android so for Amazon, I decided to try a different approach. I made an Amazon-exclusive version of my game, with additional content and decided to sell it as a paid app. It’s been working so far and I don’t think I would earn it from RevMob, given what you just shared. My RevMob experience on Android (Google Play) has been abysmal so far–about a few installs a day and only a couple of dollars–iOS is way way higher. Still good though compared to other ad networks. [import]uid: 44127 topic_id: 25797 reply_id: 136855[/import]

Hi there. We released the 4.0.0 version: http://sdk.revmob.com/corona#changelog

Regards
Paulo
http://twitter.com/paulocheque
http://github.com/paulocheque [import]uid: 157102 topic_id: 25797 reply_id: 137244[/import]

@paulocheque:

one question:

When will the 3.5.1 version stop working?
Thanks,
Krystian [import]uid: 109453 topic_id: 25797 reply_id: 137250[/import]

+1: I too would be really interested about that krystian6 question since I am working on releasing the free version of Space Command with RevMob. Thanks Paulo!

@krystian6: Thank you so much for the confirmation. Yes it works great (having multiple listeners) I even add a 10 seconds time out before calling Revmob. I was thinking of using 5 seconds but as you said, sometimes users will not have the best internet connection so it may time out before it gets the chance to load…

By the way krystian6, I am using the native.setActivityIndicator() feature to darken the screen and wait for the ad (either full screen or going to the app store in case of adLink) So far it works great but I was wondering if there is a SURE way to release the activity indicator in case there is a problem (no listener return for some reason…right now I am watching for both adReceived and adNotReceived)) I was thinking about triggering a timer (10 sec) and then use that to turn off the indicator so that the app will never be stuck with the indicator visible.

Mo

[import]uid: 100814 topic_id: 25797 reply_id: 137261[/import]

Wait, do we actually have to update all our apps everytime a new RevMob SDK comes out? Can you please confirm that @paulocheque? [import]uid: 44127 topic_id: 25797 reply_id: 137292[/import]

Hi Paulo.

I am using the following code with the new version of RevMob (4.0)

[lua]-- require “revmob”

local RevMob = require(‘revmob’) — I also tried without local before RevMob

local REVMOB_IDS = { [“iPhone OS”] = “xxxxxxxxxxxxxxxxxxxxxxxxxx” }

RevMob.startSession(REVMOB_IDS) —< this line 17 where the error happens.[/lua]

But getting this error message?

[lua]…my dropbox\personal\corona\spacecomand_free\main.lua:17: attempt to index local ‘RevMob’ (a boolean value)
message
stack traceback:
[C]: ?
…my dropbox\personal\corona\spacecomand_free\main.lua:17: in main chunk[/lua]
Any idea?

Mo

[import]uid: 100814 topic_id: 25797 reply_id: 137323[/import]

@LairdGames

I’m not sure why you would delay calling revmob by 10 sec, are you using the createFullScreen function? I haven’t tried that yet, I might give it a try today when updating my apps to use 4.0.
I’ve pasted my code some time ago, so you can see how I call revmob. I’m not delaying it. What I do is I have my internal timeout, which will close all revmob activity after 10seconds from calling it, if there are no ads received.

I’m not using activity indicator, I don’t like how it looks like. Since I darken the screen in few places across the game I decided to make it similar with revmob.

Krystian [import]uid: 109453 topic_id: 25797 reply_id: 137324[/import]

@krystian6 Sorry I did not meant that I was delaying the call to revmob. I am actually trying the timeout feature of revmob like:

[lua]native.setActivityIndicator(true)
RevMob.setTimeoutInSeconds(10) ----RevMob.showFullscreen(revmobListener)[/lua]

then later native.setActivityIndicator(false) in the revmobListener if “adNotReceived” is triggered. That way I can control the time out. This works great. I just wanted to make 100% sure the activity indicator will never be left ON in case something happen to Revmob and the listener never returns the “adNotReceived” message. For that i was thinking adding a timer with say 10 seconds where the indicator is turned off no matter what (even if Revmob is not working) Thinking about it now, it maybe not really necessary!

In term of 4.0, I just tried it and I am getting the error message above for some reason. It is probably something i am doing. I will recheck my code and post here if I found the issue.

Mo

[import]uid: 100814 topic_id: 25797 reply_id: 137325[/import]

@LairdGames
oh ok :slight_smile:
I’m using 9 second timeout in revmob and 10 second timeout in my own code, so that I won’t remove the darkened screen with ‘ad loading’ message before revmob is shut down. [in testing I was able to replicate a scenario where user had the game loading and the ad was displayed afterwards].

BTW I just tried 4.0 and it seems to be working fine without the error you’ve pasted.
Make sure you don’t set this RevMob variable to something else elsewhere in your code.

@revmob
way to go guys… you have removed all of the globals with event types… way to go! Have you ever been dependent on APIs exposed by a 3rd party service? I don’t think so… [import]uid: 109453 topic_id: 25797 reply_id: 137326[/import]

That’s a good idea (using 9 seconds on revmob and then 10 sec for your screen)

In term of 4.0 frankly I was just testing the new module. I will check if I am not having issue with the name itself somewhere in my code. I did not think about that! Thanks.

Mo [import]uid: 100814 topic_id: 25797 reply_id: 137327[/import]

Sorry Paulo! It works fine. I just misplaced the revmob module! The only issue I have and fixed by remove the local in “local RevMob = require(‘revmob’)” so I have “RevMob = require(‘revmob’)”

The reason is that in addition to calling the fullscreen in the main.lua (where I require revmob) but also calling the adLink from another module (menu.lua more games button) So I that is why I had to remove the “local” but now i am not so sure that is the correct way of dealing with calling adLink from other place s than the main.lua

I was thinking about using “local RevMob = require(‘revmob’)” in the menu.lua as well. Would that be better?

Thanks.

Mo

EDIT: adding “local RevMob = require(‘revmob’)” to the menu.lua module seems to do the trick. I hope that is the way to deal with it. By the way it is SO cool to see the fullscreen ad on the simulator! [import]uid: 100814 topic_id: 25797 reply_id: 137333[/import]

@krystian6, @LairdGames: We do not break compatibility with older versions. If we would do, we will do it with very old versions and we will send a big alert to the community.

@egarayblas: No, you don’t have to do that, although it is a good idea.

@krystian6: The SDK integrates some thirdy party libraries. One of them has some incompatibility issues with the sockets library. You must import the SDK before importing the socket library to avoid unexpected errors. We do not have a solution for this yet. Maybe with future releases of Corona we can throw away this library.

@LairdGames: You can remove the ‘local’ keyword and make the RevMob a global variable. No problem with that since you be aware of this global behavior in your code.

Regards
Paulo
http://twitter.com/paulocheque
http://github.com/paulocheque [import]uid: 157102 topic_id: 25797 reply_id: 137360[/import]

@juan.csdc: Please, contact sales at revmob.com for more information about that.

@Jonytexas: 1) The pop-up window content is defined by the server side. 2) Remove the call? what do you mean? The hide method? 3) You can do this with a random variable in your app. 4) Yes, it is automatic.

Regards
Paulo
http://twitter.com/paulocheque
http://github.com/paulocheque [import]uid: 157102 topic_id: 25797 reply_id: 137361[/import]

I just checked my results for revmob, and I got 1 install today with a net result of 0.07

Is this an error? I thought installs where at least 1.00 ?

[import]uid: 50459 topic_id: 25797 reply_id: 137419[/import]